Weapons: Difference between revisions
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{{Abstract Mapping}} | |||
:1. Making [[point entity]] with [[Classname]] [[:Category:weapons|weapon_...]] (For exapample: [[weapon_ak47]], [[weapon_portalgun]]...) | |||
:2. Set you need [[keyvalues]] (For example:[[targetname]], [[rendermode]]...) | |||
You first weapon is done! | |||
==See also== | |||
[[:Category:Weapons]] |
Revision as of 11:55, 5 July 2020
Abstract Mapping series Discuss your thoughts - Help us develop the articles or ideas you want |
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Ammunition | List of HL2 Animals and Creatures | Mapping with Antlions | Beams and Lasers | Cables and Ropes | Moving Clouds | Color Theory in Level Design | Combat | Combine | Compression (Source 1) | Doors | Dust, Fog, & Smoke | Elevators | Level Transitions | Environmental Lighting, Sun, Weather, & Outdoors | Explosions | Fire | Half-Life 2 Foliage | Glass & Windows | Headcrab | Health | Ladders | Lighting | Optimization (level design) | Physics | Retinal scanners | Sound and Music | Special effects | Terrain | Trains | Turrets | Water | Weapons | Zombie |
- 1. Making point entity with Classname weapon_... (For exapample: weapon_ak47, weapon_portalgun...)
- 2. Set you need keyvalues (For example:targetname, rendermode...)
You first weapon is done!